STARGATETRUE20Last Updated: 03 / 16 / 2013.
INTRODUCTIONI like the Stargate SG-1 series, and the Stargateuniverse as a whole. I have always wanted to write theStargate SG-1 series into an existing roleplayinggame, but never had the motivation to do so. That isuntil I was into my second “Gate-athon” watchingspree of the series on Hulu.com.It was originally suppose to be a quick-and-dirtywrite-up for MicroLite20, but during the writing Icontinually needed to create new game rules tohandle certain aspects of the Stargate universe.After a while I decided to switch to True20, as it hadjust about every rule that I tried to write forMicroLite20, plus I had more experience with it aswell.And here is what came of it, Stargate True20.CONTACT INFORMATIONEmail: Anime Kidd @ aol.comWebsite: www . Demonwyld . comBOOKS REFERENCEDDuring the process of writing thie porject out, I hadused the following books as reference.D20 Modern Wizards of the Coast 2002D20 Future Wizards of the Coast 2004Stargate SG-1 Roleplaying Game AlderacEntertainment Group 2003True20 Aventure Roleplaying Green Ronin 2005True20 Bestiary Green Ronin 2006True20 Companion Green Ronin 2007True20 Experts Handbook Green Ronin 2007True20 Warrior Handbook Green Ronin 2008DISCLAIMERThis is a fan-made project. Reference to othercopyighted material in no way constitutesachallenge to the coyright holders of that material.CHARACTERS3Starting Heroic LevelBackgroundsRolesRole RestrictionChoosing a Core AbilityNew Core Abilities334444SKILLS4Interacting with Alien CulturesNew and Existing Skills45FEATS7EQUIPMENT9Requesting EquipmentStandard Off-world GearGeneral EquipmentSpecial EquipmentWeaponsFirearmsAlien WeaponsWeapon AccessoriesExplosivesArmorVehiclesVehicles Systems999101111111213131414SUPER TECHNOLOGY16The StargateAlien TechnologyUsing Alien Technology161616ALLIES & ADVERSARIES20
CHARACTERSThis chapter tells you everything you need to createyour own Stargate True20 characters.It covers Starting Level, Backgrounds, Roles, Skills,and Feats.Tok'raBonus Feat: Symbiote.Disease Immunity: Symbiotes are immune to alldiseases, except those that are engineered to targetsymbiotes.Genetic Memory: All symbiotes possesses theSTARTING HEROIC LEVELPlayer characters start out at 3rd-level. This means memory of the symbiote queen that it came from.that players start with the standard benefits shared Therefore, all symbiotes start with 4 extra startingskills at 1st-level.by all heroic characters:Larval Form: If a symbiote does not possess a host,they use the statistics of the "symbiote larval form" Starting Feats: 6.described below. When outside of a host, the Maximum Skill Rank: 6.symbiote must make a Fortitude save every ten Starting Conviction: 4.minutes (DC 10, 1 per previous check), or lose 1 point Starting Wealth: 8 Charisma ( 4 per Wealthy feat).of Constitution. If placed in a properly prepared tank,the check is made once per hour.BACKGROUNDSThere are four playable backgrounds for characters.HumanAll humans, tauri and off-world natives, use thefollowing background.Ability Adjustments: None.Bonus Feat: One bonus feat.Bonus Skill: One bonus skill known at 1st-level.Favored Feats: Choose any two feats.JaffaAbility Adjustments: 1 Strength, -1 Charisma.Bonus Feats: Great fortitude, Symbiote, Talented(intimidate / notice).Kelno'reem: Jaffa must enter a trance-like state up tofour hours a day. While in this state jaffa makerecovery checks at double the normal rate. Every daythey do not enter kelno'reem, they must make aConcentration check or gain a level of fatigue. Thebase Difficulty is 10, 1 for each previous check. Onceunconscious from fatigue, the character is disabled ifthey fail another Constitution check, then dying. Ajaffa that is on tretonin do not require to performkelno'reem.Favored Feats: Diehard, Tough.Symbiote Larvae FormTiny creature [Parastitoid]; Speed: 5 ft., Swim 30 ft.Abilities: Str -5, Dex 0, Con 0, Int (per NPC), Wis (perNPC), Cha (per NPC).Skills: Per NPC.; Feats: Per NPC.; Traits: Symbiotetraits (Disease immunity, Genetic memory, Larval form,Possession).Initiative: 0; Combat: (Base: 0; Size 2), Attack: 2melee, Damage: 0 bite (piercing, 20/ 3); Defense:Dodge: 12; Saving Throws: Fortitude: 2 ( 2 base),Reflex: 0 ( 0 base), Will: Per NPC; Toughness: -2 (-2size)One Body: As a tok'ra have a truly symbioticrelationship with their host, both personalities sharecontol of the host body. As a move-action, tok'racharacters may relinquish the host body to the otherpersonality. Player characters may want to choosewhich personality that is the dominant one, and whenswitching between them, the Narrator controls theother personality.Tok'ra Code of Conduct: The tok'ra believe thatsecrecy is their best means of battling the goa'uld,only revealing themselves when it was beneficial totheir cause as a whole. They will also pursue their goalof undermining the power of the goa'uld at all costs,even if it might mean their, or an ally's death in theprocess; the tok'ra believe that one individual's life isnot as important if the goal would strike a devastatingblow to the goa'uld. To that end, tok'ra characters
must be persuaded to follow another course of action Savant [Expert]that they would not otherwise choose.Choose two skills at 1st-level. The chosen skillsFavored Feats: Improvised tools, Jack-of-all-trades.recieve a 1 bonus to their skill checks. At 4th-level,and every four levels thereafter (8th, 12th, etc), thebonus increases by an additional 1, to a maximum ofROLESCharacters are limited to the Expert and Warrior roles. 6 at 20th-level.As there is little within the roles themselves to You can also spend a point of Conviction to roll twicedifferentiate characters of the same role. To remedy when making a skill check when using either of thethis, three new core abilities are introduced, and at two chosen skills.character creation you must choose a core ability atUnbreakable [Warrior]character creation.You can spend a point of Conviction to temporarilyignore the penalties associated with the followingRole RestrictionsCharacters are restricted to the Expert and Warrior conditions: dazed, fatigued, nauseated, panicked,roles. The Adept role does not play a part in the shaken, sickened, staggered, stunned, winded, andStargate universe (unless you count characters like wounded. You also have a 2 bonus to all saves,excluding Toughness, but suffer a -2 penalty to“advanced humans”, ancients, and priors).Defense.This lasts for five rounds, after which you must makeChoosing a Core Abilitya DC 24 Fortitude save, or immediately becomeAt character creation, you must choose one coreExhausted for five rounds, then Fatigued for fiveability you begin with at 1st-level. However, you canrounds. With a successful save, you are only Fatiguedonly choose from a pre-selected list available to eachfor ten rounds.role, as noted below.Expert Core Abilities: Command presence, Expertise*, Savant.Warrior Core Abilities: Command presence, Determination*,Unbreakable.* Original Core Abilities described in the True20 core rulebook.New Core AbilitiesHere are three new core abilities.Command Presence [Expert / Warrior]You can spend a point of Conviction and choose oneof the effects below. However, you must be able tocommunicate with the chosen ally for the ability towork.This ability does not work on the characterthemselves. Boost Ally: The chosen ally acts like they spent thepoint of Conviction themselves. Negate Condition: You can take a full-action to help anally overcome a harmful condition. You can negate oneof the following conditions affecting the chosen ally:dazed, fascinated, fatigued, flat-footed, nauseated,panicked, shaken, stunned, winded.SKILLSThis section details skills, modified existing skills, andrules for interacting with alien cultures.Interacting with Alien CulturesWhen characters meet individuals from an alienculture for the first time, all interaction skills have a -4penalty. Gaining Familiarity: You can attempt to gain familiaritywith an alien culture if you have access to proper materials(books, documents, etc) and a Research check. The time ittakes to become familiar with the culture is about one day.If you do not have access to research materials, you canspend one week watching the participants of a particularculture instead.With a successful check, you become casually familiar withthe particular alien culture, allowing you to not suffer the-4 interaction penalty when dealing with the alien culture.In general, the Difficulty of becoming casually familiar withan alien culture is 20. More suspicious cultures areDifficulty 30, while xenophobic cultures might be Difficulty35 or 40.
Relation to an Earth Culture: Characters with the Craft (demolitions)Knowledge (history) skill at 5 ranks have a 2 bonus when Intelligence, Trained only, Requires toolsattempting to gain familiarity with alien cultures that havesome relation to an Earth culture.You are skilled in the creation, planting, disarmingNew and Existing Skillsand dismantling of explosives.Check: Setting a simple explosive to blow up at acertain spot doesn’t require a check, but connectingand setting a detonator does. Also, placing anexplosive for maximum effect against a structure callsCraftIntelligence, Trained only, Requires specialization, Requires tools for a check, as does disarming an explosive device.Here are some new skills, and additions andmodifications to existing skills.Here is a new application for the Craft skill; Jury-rig. Jury-Rig: A character can choose to attempt juryrigged, or temporary, repairs. Doing this reduces theCraft repair check DC by 5, and allows the characterto make the checks in as little as a full-round action.However, a jury-rigged repair can only fix a singleproblem with a check, and the temporary repair onlylasts until the end of the current scene or encounter.The jury-rigged object must be fully repairedthereafter.A character can also use jury-rig to hot-wire a car orjump-start an engine or electronic device. The baseDC is 15, and it can be higher depending on thepresence of security devices.The jury-rig application of the Craft skill can be useduntrained.Try Again: Yes, though in some specific cases, theNarrator may decide that a failed Craft jury-rig checkhas negative ramifications that prevent repeatedchecks.Time: A character can make a jury-rig repair as a fullround action, but the work only lasts until the end ofthe current encounter.Special: A character can Take 10 or Take 20 on a Craftjury-rig check. When making a jury-rig check toaccomplish a jury-rig repair, a character can’t Take 20.Jury-rig checks requires an electrical tool kit, amechanical tool kit, or a multipurpose tool,depending on the task. If the character do not havethe appropriate tools, he or she takes a -4 penalty onthe check. Create Explosive Device: Building an explosive fromscratch is dangerous. If the Craft (chemical) checkfails, the raw materials are wasted. If the check failsby 5 or more, the explosive compound detonates as itis being made, dealing half of its intended damage tothe builder and anyone else in the burst radius.If the check succeeds, the final product is a solidmaterial, about the size of a brick. An explosivecompound does not include a fuse or detonator.Connecting a fuse or detonator requires anothercheck.Scratch-built explosives deal concussion damage.Scratch-built Explosives TableBlastComplexity* Dmg. RadiusImprovised 25 ft.Simple 510 ft.Moderate 1015 ft.Complex 1520 ft.Advanced 2030 10 min.101 hr.125 hr.1512 hr.1824 hr.* The figures in parentheses are typical damage/burst radius foreach type of explosive. Set Detonator: Most explosives require a detonatorto go off. Connecting a detonator to an explosiverequires a Demolitions check (DC 10). Failure meansthat the explosive fails to go off as planned. Failure by10 or more means the explosive goes off as thedetonator is being installed.A character can make an explosive difficult to disarm.To do so, the character chooses the disarm DC beforemaking his or her check to set the detonator (it mustbe higher than 10). The character’s DC to set thedetonator is equal to the disarm DC. Place Explosive Device: Carefully placing an explosiveagainst a fixed structure (a stationary, unattendedinanimate object) can maximize the damage dealt by
exploiting vulnerabilities in the structure’sconstruction.The Narrator makes the check (so that the characterdoesn’t know exactly how well he or she has done).On a result of 15 or higher, the explosive deals doubledamage to the structure against which it is placed. Ona result of 25 or higher, it deals triple damage to thestructure. In all cases, it deals normal damage to allother targets within its burst radius. Disarm Explosive Device: Disarming an explosivethat has been set to go off requires a Demolitionscheck. The DC is usually 10, unless the person who setthe detonator chose a higher disarm DC. If thecharacter fails the check, he or she does not disarmthe explosive. If the character fails by more than 5,the explosive goes off.Time: Setting a detonator is usually a full-roundaction. Placing an explosive device takes 1 minute ormore, depending on the scope of the job.Special: A character can Take 10 when using theDemolitions skill, but can’t Take 20.A character with 5 ranks in the Demonlitions skillgains a 2 bonus to any Disable device check whenused on explsovie devices.A character without a demolitions kit takes a -4penalty on Demolitions checks.DiplomacyCharisma, InteractionThe Diplomacy skill has a new use: Customs Check. Customs Check: When dealing with the local customsof a culture other then your own, you may determinethe proper course of action dictated with a localcustom with a Diplomacy check.With a success you determine the right action. Afailure of no more then 5 points indicates you do notknow what is the proper ac